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Sicatrix

Member Since 29 Oct 2008
Offline Last Active Oct 27 2011 02:10 PM

Posts I've Made

In Topic: Can enemy AI Scripts be coded to run Attack?

30 October 2008 - 03:54 AM

The challenge of this game was my biggest qualm back then up until now.
Because of that you tend to progress much quicker in the storyline since there is nothing holding you back.

Sure PST is a story driven game, but it could've been more than that if the developers had more time or whatever.

Enough ranting. :)

Here is a few more suggestions that I hope you guys can consider.

-The Hive is suppose to be a very dangerous place as the residents keep mentioning that, but...where is the danger again?
I was hoping that Thugs had more capabilities like using healing items(heart charm would be recommended) won't be droppable though as to avoid a cheap way to mass them, some thief abilities would be nice(hide in shadows or a means to make them invisible quickly so they can back stab your ass), some big Hive thugs would be nice with decent armor(there suppose to be though guys), moving around at night should really be extremely dangerous(like a random invisible thug that gets created right next to a PC and boom Back Stab) and Thugs should be more aggressive during the night,  and some collectors should get desperate or something(they should have a little magic know how, since there is this one collector in ragpicker square that has few tricks up his sleeve)

-Glabrezus can cast certain spells to aid them(blur, some sort of protection from magic, and the fixed Horror spell would be nice), those Flan like demons in baator should be more resistant to physical attacks and I mean more :) ,  Abishais with healing items, extra elemental damage and maybe even blur; now that would be a fight, were rats with poison
attacks, and  cranium rats that abuse status attack spells.

-Mages are suppose to be near impossible to kill(think BGII mages with mods) and have tons of devastating magic since there are only a few mages in the game they should be more memorable ;)

-Trias and Ravel are bosses and should act like it.(Trias with a ton of maigc defense buffs and attacks same with Ravel who could abuse Status magics as well)

-after you  leave the mortuary Shadows appear there...so where are they??? are they so dumb as to have lost you that quickly? i mean they've been hunting you down for thousands of years now and should be more adept at finding you(eg. Group of shadows appear randomly anywhere to kill you). They could even add to the dangers when traveling at night.

-Make some NPCs useful( MercyKiller's at the Smoldering corpse bar(they were looking for a criminal so maybe expand that), NO should not be able to use the portal to get to the trash warrens until he has the proper info(you could skip the investigation and bring some junk to the portal and easily get to the warrens), Rat seller should be an ass and give you a quest first before he tells you to go speak with Nalls, Nalls requires some Iron spikes from you(those things you got from screwing with skeletons in the mortuary should do) before she tells you how to get to the warrens.) ETC.

-final battle with TO should be a bitch(maybe throw in some powerful shadows to help him)


Well that just some stuff I could think of right now. Thank you for taking the time to read them and i hope you guys can consider using/adding them...if they are possible to make. :)

-Sicatrix